I’ve recently been experimenting with UE4 level, character mechanics and ui creation. Here are some of the results in a mini project i'm calling Skelly Bash. The videos below show some of the networked play showing the characters state and animations being synchronised across the network along with attacks and spawning mechanics.

For a number of projects over the last few years i’ve tried to implement networking in a rush to add that extra element of fun through multiplayer etc or to simply interconnect two apps, however implementing networking under tight time restrictions can...

I have been attempting to implement the flying/driving mechanics for a wipeout style game programmed in c++ for UE4. The ship has 6 downward facing range checkers and matching thrusters attempting keep the vehicle level resulting in a hovering style effect,...

Another Ludum Dare, another Phaser.io powered game. I didn't have much time for it this weekend however as the subject was “The future is now”, I had to give it a go. Several years ago I worked on a game called Avoid for pc, xbox and mobile. At the time...

The Weekend is over, and for me so is the jam. Its been an incredible weekend using Phaser (phaser.io) again to produce a fun little HTML5 game. We sourced a large amount of our resources from OpenGameArt.org and below you’ll find a list of thank you’s...

At the end of last month (March 21st – 23rd) Edwin Jones and I decided to give the mini Ludum Dare a go. Despite both of us being fairly limited on the amount of time we were able to commit that weekend, we decided to give not only a new SDK a go ( Phaser )...

With the rapidly growing power in the PC market hard-disk space, ram and processing power seems to be increasing constantly. But every now and again there is a squeeze for optimisations to try and get a game under that 15GB target, or less than 8GB ram...

It’s been a few weeks since my first post regarding my attempt to produce a Z80 emulator and much has changed. What appeared a few weeks ago to be a fairly simple endeavour turned out to be a significantly longer development than I had expected. With this post I will walk you through some of the issues I encountered and how I tackled them, but first the interesting part.

So this weekend I had the overwhelming urge to start creating an emulator for the first time in a fair few years. After a little googling around the internet I stumbled upon the documentation for the Z80 CPU which can be found in the ZX Spectrum 48k (of which i’m a massive fan), and so it became a weekend project.